Set and configure in files \gamedata\config\gameplay\character_desc_group name.xml
Profile of the
character - is
actually a
complete description of the
character, including the
name,
group,
rank, equipment, description and
appearance.
Used for typed
placement of characters, which
saves time
and allows you
to reach some random
effect from game to
game.
Profile creation:
Inside gamedata\config\gameplay\npc_profile.xml creates a unique character identeficator
<character id="stalker_novice">
<class>Stalker_novice</class>
</character>
Class of
character - unique identifier of the class that will be used to undertake a
specific profile for a character (refers to a specific file with profiles)
In character_desc_classname / xml
.... Describes specific profiles.
They are deliberately separated
into files on groups to facilitate navigation and perception. Typically, each class creates a
few profiles. Some of them are determined (they
have a name, a unique biography, etc.) Some - basic.
Base marked with a flag team_default = "1".
The logic works
like this:
When creating a character, system reads
the type, then the class will be obtained by the type. Then, from a list of all
available profiles for that class, system randomly chose
one.
Unique deterministic profiles
(without team_default = "1") will be
selected once ,and no longer.
Single Profile of
a class should have team_default = "1".
<specific_character id="stalker_novice_default1" team_default = "1">
Character name.
<name>Unknown Novice</name>
Character icon. Taken from the texture ui_icons_map. Placed
from the top left corner but not by pixels, but by the positions (equal to one
icon)If inside the tag's
<name> prescribe
GENERATE_NAME,
the name
of the stalker will
be generated by names generator.
<icon
x="20" y="2"></icon>
Icon on the map. Taken from the texture ui_icons_map. Placed from the
top left corner but not by pixels, but by the positions (equal to one
icon)
<map_icon x="0" y="0"></map_icon>
Character bio. (Inside PDA, and i think,needs to be displayed on dialog window as well)
<bio>Novice. Recently, in the
zone.
Detailed information is
not available.</bio>
Stalker's class (Connecting this profile with character identeficator)
<class>Stalker_novice</class>
Fractions (sets the relations).
<community>stranger</community>
Character
Rank
<rank>20</rank>
Character rep
<reputation>0</reputation>
<snd_config>characters_voice\human_01\</snd_config>
Type of Characters voice.Ther is a 3 types:
human_01 - young voice
human_02 - more mature
human_03 - gass mask effect
Real
<panic_threshold>0.1</panic_threshold>
Character model.
<visual>actors\novice\green_stalker_1</visual>
This will be spawned inside character
inventory.
[spawn]
<section> [ = <count>[, <parameters> ]
]
where
<section>
= title of section inside LTX
<count> = amount of items, integer > 0 =1, if not set
<parameters> = [<addons>]
[<condition>] [<probability>]
<addons> =
<addon> [<addons>]
<addon> = {scope | silencer | launcher} – scope,silencer,launcher
<condition> = {cond=float_value} – item condition,
from 0 (broken), to 1
(new)
<probability> = {prob=float_value} – items spawn probability. from 0 to 1.
Important: if we sets additional items, we needs to set amount of items as well.
example:
<supplies>
[spawn]
device_torch
wpn_ak74 = 1, silencer
wpn_ak74 = 4, launcher cond=0.8
wpn_ak74 = 1, scope prob=0.3
wpn_ak74 = 1, scope launcher
silencer cond=0.5
wpn_fort = 8, cond=0.75 prob=0.5
</supplies>
Character startting dialog.
<start_dialog>hello_dialog</start_dialog>
universal dialogs for unicque chars. (if needed)
#include "gameplay\character_dialogs.xml"
Dialogs that are available to the actor. More detail in the description of the dialogues.
<actor_dialog>general_pda_talk</actor_dialog>
<actor_dialog>escape_lager_access</actor_dialog>
<actor_dialog>escape_factory_assault_talk</actor_dialog>
<actor_dialog>escape_talk_about_escape</actor_dialog>
</specific_character>
Some characters requires a
clear line style type of
character - a
character.
For example,
for the
unique quest or story characters. In
this case, we
do ,that the
appropriate class
of character fit only
one profile. Important elements identified by a large
font.
<character id="stalker_esc_wolf">
<class>stalker_esc_wolf</class>
<specific_character>stalker_esc_wolf</specific_character>
</character>
<specific_character id="stalker_esc_wolf" team_default = "1">
<name>Stalker "Wolf"</name>
<icon x="16" y="4"></icon>
<map_icon
x="0" y="0"></map_icon>
<bio>novice leader.</bio>
<class>stalker_esc_wolf</class>
<community>stranger</community>
<rank>30</rank>
<reputation>0</reputation>
<visual>actors\neytral\stalker_neytral_balon_1</visual>
<supplies>
[spawn] \n
wpn_pb \n
ammo_9x18_pbp \n
af_medusa \n
wpn_ak74 \n
ammo_5.45x39_fmj \n
device_torch \n
</supplies>
<start_dialog>escape_lager_volk_hello</start_dialog>
<actor_dialog>escape_lager_volk_job</actor_dialog>
<actor_dialog>escape_lager_volk_info</actor_dialog>
<actor_dialog>escape_lager_volk_dynamite_done</actor_dialog>
</specific_character>
Note, despite
the fact that the class
of the
"Wol"f differs from the
class of stalker-novice - he belongs to the
same fraction.